"Augmentation: Be it in the form of Cybernetics, Genetic manipulation, or Magical tattoos, augmentation covers any integral enhancement to a Character that does not come with an x.p. cost. While typically limited in scope, these Gifts allow conservation of points, however, there is a "Humanity" cost to augmentation. Players familiar with Cyberpunk can guess what this entails. "

I thought we ruled that Augmentation did not cost you Humanity if it was recieved as a Gift. If Humanity loss is indeed the case regardless, shouldn't Augmentation as a Gift come with 1 or 2 points in the Tolerance background thrown in?
(For those who don't know: Tolerance Background is a resistance to Humanity loss due to Augmentation)

This opens the Augmentation ball of wax, which I suppose I need to get to anyway. Here is how it works:

Augmentation (being enhancements that have are not part of a Power, Template, or similar Advantage) always has Humanity cost. No exceptions. We have had 2 players who progressed with Augmentation as there primary powers & they were mighty indeed. Since they never need to spend the prodigious amounts of xp they get per game, these characters tend to excel at everything, & are often further enhanced by other players.

Here is how it works:

When you 1st receive an Augmentation, you need to establish your Humanity Index. This is done by taking your Permanent Enlightenment score & multiplying it x10.

Whenever you receive an Augmentation, roll the indicated number of dice to determine how well you handle your new capabilities. This number is deducted from your Humanity Index. For every 10 full points you lose, you fill in one of the little boxes under your Enlightenment score (starting at the highest one). While your rating hasn't changed for the purpose of raising it, your effective rating is now the reduced score.

If you reach "0" you lose control of your character. If you lose Enlightenment, the score slides down.

Example: Kenji has 6 Enlightenment, & has used 44 Humanity Index for Augmentation. In a harrowing game, he loses 2 Enlightenment to failed Conviction rolls, placing his new rating at 4. He goes utterly mad & becomes an NPC until he can be stopped & the Augmentation forcibly removed up to the point he reaches at least a rating of 1 (10 Index).

Helpful Hints for Clever Cyborgs:

Treatment: A good therapist can do you wonders. Characters who have lost at least 2 Enlightenment to Augmentation may receive a special Mentor as a Background (Awarded at 5). This individual is a person familiar with your type of Augmentation who talks you through the transition & suggests helpful remedies. Between games you may roll your Mentor Rating (Difficulty: 7) to reduce the cost of Augmentation you have already received. Every success reduces the number of Index lost by 1, just as if you had rolled less on the initial die. The loss can never be reduced to less than the minimum possible loss, however.

Tolerance: This is a Background designed for Augmented characters. Every level gives you a "buffer zone" of 10 additional Humanity Index. Tolerance should only be awarded after at least 5 Augmentation gifts have been received, & then only at a rating of 1.

Cyborg Template: A Seasoned Character who has received at least 10 Gifts in Augmentation & the Tolerance Background may receive this Template as a Gift. Note that the source (magical, Cyber, etc.) does not matter.

*All Augmentation rolls are halved in Cost. This applies to those already received in addition to any gained later. Therapy can now reduce Augmentation costs to the new (halved) minimum.

*A Cyborg may Soak Bashing & Lethal damage with Stamina at Difficulty: 6 if he could not already do so.